Originally Posted by Dr Koin
Quote
It's not cheating simply because games that use this system are balanced around the idea of a flexible initiative queue


I think I get your point, your examples are basic yet exact.
Actually my issue with what you're describing probably lies in the quote I made from you : D:OS combat system hasn't been balanced around the delay turn function. In fact, it didn't make it into the game until quite a few builds in. I believe it was added by popular request.

So, while your examples are coherent and I can perfectly imagine a lot of situations where you'd want to strategically move an oil barrel in order to set it ablaze with your second character, I still think that it would on the other hand give too much flexibility to the players. Essentially what I called "cheating" earlier.

It all boils down to that : since the game didn't include Delay Turn from the start, and the Larians© aren't going to rebalance the game around the feature ( unless specified otherwise ), how would giving too much flexibility to Delay Turn actually impact the game? Wouldn't it make it too easy than it already is right now ? ( altough I'm quite confident future fights are going to be much, much harder. )


Well, balancing passes aren't that expensive and/or time consuming. It's hardly a coincidence that they are relegated at the end of the development circle. So, I'm still hopping.

Originally Posted by Hassat Hunter
Similar why I said cheating.
I agree allowing a perfect setup of your PC's "place barrel, shoot barrel, lightning barrel" to be very nice for said player, but a bit overpowered.

War means respond to changing circumstances, not be able to allow to just set everything to your hand as you want.

My opinion...


Characters speed is still a factor in the games I mentioned. You are allowed to move only backward in the initiative queue. Never forward. So you must adapt to the situation anyway.

Last edited by Baudolino05; 19/04/14 04:41 PM.